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Plan for Andrius Adomavicius

by Minako · 06/21/2002 (8:20 pm) · 0 comments

I've left the previous project I was working on and starting up a new one (old one's being developed by the members of the team I was on before). This is the basic design, minus characters and story, just a kinda rough gameplay description and all. Well, here it is, if something sucks, is a rip off or jus tneeds help, please do point it out. Thanks.

I. Concept

Introduction
Season of Fury is a 3D multiplayer fighting game to be developed for PC using the Torque engine. It seeks to use a series of team-based goals to create a truly compelling multiplayer experience. It will feature 6 distinct usable characters (of a maximum 2,500 polygons each, target is 2000) with unique fighting styles, as well as user designable characters, competing in distinctive environments ranging from traditional fantasy to futuristic urban settings. The two sides each have a unique style of combat. Players will be able to use to predesigned, special characters for their team, or user designed and skinable characters with user selectable weapons, based on which side they play for. It will have a development staff of 10-12 people and be completed by January 1, 2003 for showing at GDC, March 4-8, 2003.

Game Description
The game will be played in either first or third person perspective. Players will be able to play a generic character with their choice of skin and weapons. Actions within the game will score points (killing, capturing the flag, etc), which can then be used to buy the use of a special character, better weapons, or left to count towards opening up the final objective. Special characters will have weapons by default, but others can be bought and used as them as well. Players will have three primary objectives during the course of play. The game will be a multiplayer team based game with multiple ways for teams to score. When enough points are scored through these means a final objective will open up. Completion of this objective wins the map.
Firstly, there is a means to score by holding control points on the map. Players will take hold of control points by either touching or shooting the control point, depending on which type it is. Control points will be such that it is easy to tell from a distance if a point is held and by which team. (Something such as spray painting a wall or some such that's easily visible and both players can do). There are two types of control points. One that team A must gain control of by touching, while team B can merely shoot it, and one that team A can gain control of by shooting while team B must touch it. The second means for players to score points is to take a rune or similar object from the enemy base and return it successfully to a receptacle in their home base. Finally killing any premade characters on each team will gain points for the team that killed. Any of these means will earn points that count towards opening the final objective.
Killing a special character will earn a team points towards its final goal, as well as things such as normal kills, returning or capturing a flag, or taking a control point. Points can be used to buy better weapons or the use of special characters or equipment, or left to count towards opening up the final objective. When a sufficient number of points is acquired, the team can then begin their final objective: assaulting the enemy's base and destroying an object like a generator or gate, in effect destroying the base. The first team to complete the final objective wins the map, regardless of who was the fastest to win the previous objective.
Teams will typical be made up of four people (though the engine can handle up to 32 per team). The environments will be mostly outdoor areas, with some interior portions to each map, particularly at each team?s base. Players at the start of the game will select a team, which will limit them to certain weapon types and styles (heavy splash damage weapons, or light precision weapons). Players will then select their character, character and weapons, based on which team they chose. Each team will favor a style of combat, and each predesigned character will have a unique style.

Special Characters
Special characters are meant to give advanced players a more interesting game experience. As they are worth points to the other team for killing, they will tend to be hunted. Special characters will cost points, deducted from the team?s total, however their abilities will be well beyond what a standard character can achieve, so a skilled player as a special character can quickly regain the cost of purchasing that character. Special characters come with a set of weapons already, however they can be changed for additional cost.

Energy Powers
Characters will be able to use energy powers only when their melee weapon is equipped. Energy powers are primarily movement based and are designed to allow far easier initiation of melee combat. Powers are things such as a 'dash' in the air, to move in a direction far faster than even standard flight allows for a limited time, a strong telekinetic push against another player or an object, and teleportation a short, fixed distance in a given directions (10-25 yards). Note that energy powers will not include actual attacks, they are designed to make melee combat more viable, not to replace it or other weapons already in the game.


Design Goals
The goal of this project is to unify a variety of multiplayer team based games into one coherent experience that will very strongly encourage team play while still keeping the fast paced action one expects from a first person shooter. Players will have weapons choices based on which side and character they chose. All players will have a melee attack, several types of ranged attacks, and limited flight abilities. The focus will be on creative use of player abilities and weapons as opposed to simplistic point and shoot game play. While killing is a part of the game, the means to win is through completion of objectives, not simple killing. Team play, not individual effort will win games. Gameplay will keep the fast feel of a more traditional first person shooter, however.

Art Direction
Characters will be a blend of futuristic and fantasy, depending on the particular background of the character and which side they are on. Some characters will be pure robotics/cybernetics with technology-based attacks, while others will be only fantasy/magic types. Levels will be large, open environments with varying topography, with each team having a base. The test map will be a simple rural area with a mix of land and water, to test the capabilities of the engine, with rudimentary bases for each team. Future levels will include a ruined city, a medieval Asian castle and futuristic technological metropolis.

II. Sides

Amalgams:
Amalgams are the cyberneticaly-modified elite. The level of augmentation varies, but all have some degree, tending towards radical replacement of at least a few body parts. They tend to be large and heavy, especially the more radically altered ones. Their weaponry tends towards ranged explosives. To them, small arms are for small minds; a pistol is a waste of time when you can carry major incendiaries.

Atticists:
The Atticists are able to channel energy directly, without the need for machinery. Quite the contrary, the idea of putting machines within themselves repulses them. As they?re unaltered humans, they?re not able to carry the massive weapons or huge arsenals of the Amalgams, however they do have superior speed and maneuverability as well as stealth abilities currently beyond the Amalgams. Their attacks tend to rely on precision and stealth rather than brute force, out of necessity.